How do you make a unit punch? [Solved]

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agzilla123
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How do you make a unit punch? [Solved]

Post by agzilla123 »

As the title of this thread implies, I want to know how to make a unit punch. It does not have to be elaborate, as I believe that the punch used in Battlefront Extreme is just a grenade though without the grenade.

So:

1. How would you set up the odf files to take away the actually image of the grenade flying, and replace it with damage done when the fist comes into contact with a unit?

2. Besides changing animations, is there a way to make a more elaborate punching motion? Was it included in the original assets? Has someone made one?

3. I downloaded some nice looking vibro knuckles from Wazmol69's asset pack. How would I add these into the odf files to make them appear in the game?

Any help would be appreciated.
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Re: How do you make a unit punch?

Post by Master_Ben »

agzilla123 wrote: 1. How would you set up the odf files to take away the actually image of the grenade flying, and replace it with damage done when the fist comes into contact with a unit?
I would look at a lightsaber and use the lines that calls it a melee weapon and stuff to get the damage, and put that into a copied grenade odf. Then I'd remove the code:

Code: Select all

OffHandWeapon=  1
That should take care of that.
agzilla123 wrote: 2. Besides changing animations, is there a way to make a more elaborate punching motion? Was it included in the original assets? Has someone made one?

You might want to try d/ling the clone assassin files, the open stance and first attack would look pretty sweet if you put them into a custom. combo file, maybe? I dunno, you might have to create a custom combo for #1 anyway (because of melee weapons.)
agzilla123 wrote: 3. I downloaded some nice looking vibro knuckles from Wazmol69's asset pack. How would I add these into the odf files to make them appear in the game?
If you d/l the assassin, then look at the on and off hand stuff in its odf, copy it into yours, and change the geometry to the vibro knuckles. If not, do the same thing with :greeny: .

Note: for the combo thing, If you don't already have it here's a combo tut:
http://www.gametoast.com/forums/viewtop ... 64&t=12361 8)
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Re: How do you make a unit punch?

Post by Fiodis »

Alternatively, would it be possible to reskin a lightsaber blade to make it invisible, then reskin the lightsaber handle the same way? In game, it'd look like the guy was punching (sort of), but the downside it that the punch would damage things not neccesarily near it (since the invisible blade is doing the real damage, not the fist).

The upside is that it's skinning, which I always thought of as easier than COMBO files. But that could just be me.
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Re: How do you make a unit punch?

Post by Master_Ben »

I don't thinkk you could rekin the handle, But you could use the existing lightsaber combo if you didn't want to make a new one.
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Re: How do you make a unit punch?

Post by Master_Ben »

Lol thanks Ace. :P
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Re: How do you make a unit punch?

Post by DarthD.U.C.K. »

there is a tutorial about making a secondary "knife" on syths battlefrontprojecttopic too
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Re: How do you make a unit punch?

Post by RogueKnight »

It would be impossible to skin something invisible (Correct me if I'm wrong). Skinning something "invisible" would just result in a unskinned lightsaber model showing up, not an invisible one.

EDIT: Please tell me if I'm being a complete idiot.
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Re: How do you make a unit punch?

Post by Maveritchell »

DarthRogueKnight wrote:It would be impossible to skin something invisible (Correct me if I'm wrong). Skinning something "invisible" would just result in a unskinned lightsaber model showing up, not an invisible one.

EDIT: Please tell me if I'm being a complete idiot.
You're not being an idiot but you are wrong. If a model is flagged for transparency (can accept alpha channels), then any model (with the right texture) can be transparent. We have a post in the FAQ about it.
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Re: How do you make a unit punch?

Post by agzilla123 »

Hi guys, sorry about the late reply.

Any ways, thank you all for the help I really appreciate it. i would have gotten back to you guys sooner but i have had an annoying week of homework.

Thanks again this thread can now be closed.
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Trouble making a melee attack [Solved]

Post by agzilla123 »

I recently had a thread that asked for help on how to make a melee attack. Well I followed everyone's helpful advice but I ended up really confused.

First of all, I should make it clear that I wan the melee attack (a punch) to be a secondary weapon. tht being said, I now know that it doesn't need a base position animation. I looked at the lightsaber .odf files, but there was not much to use from these files. I only took the properties line and put it into my modified thermal detonator .odf file now called rep_weap_inf_punch, that stated that the new weapon file would be a melee weapon. Here is the current .odf (please excuse the mess):
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_thermaldetonator"
GeometryName = "rep_weap_inf_grenadethermal.msh"

[Properties]
OrdnanceName = "rep_weap_inf_thermaldetonator_ord"
RoundsPerClip = "1"
OffHandWeapon = 0
AnimationBank = "grenade"

FirePointName = "hp_fire"


//************************************************
//******************* SOUND *****************
//************************************************

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
I am pretty sure this .odf has many problems with it, but I am not sure how to get it working as the tutorials have only confused me.

Any help would be appreciated.

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Re: Trouble making a melee attack.

Post by RogueKnight »

Well, I'm pretty sure that whatever you do, you need a basepose.
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Re: Trouble making a melee attack.

Post by Master_Ben »

DarthRogueKnight wrote:Well, I'm pretty sure that whatever you do, you need a basepose.
But if it's secondary? can you even have it secondary?
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Re: Trouble making a melee attack.

Post by DarthD.U.C.K. »

mastersaitek once uploaded a "hit" weapon... i cant find the odf though >.<
maybe somebody still has it..

your odf cant work, you cant give a meeleweapon a grenade as parent^^
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Re: Trouble making a melee attack.

Post by agzilla123 »

I realize that mastersaitek had something like what I want, but i could not find it as well.

As for the parent in the .odf, what can I change it to that will make it work? Putting the lightsaber .odf name will not help me in my predicament and I cannot thing of any other parent melee weapon.
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Re: Trouble making a melee attack.

Post by AQT »

You won't need a ClassParent since you already have a ClassLabel. You also won't need the GeometryName line. Is this melee attack explosive? If not, remove the OrdnanceName line. You should set the RoundsPerClip to "0" for infinite hits unless you really want only one. Go to the com_weap_inf_lightsaber.odf file and copy and paste the "reasonable" parts into your own .odf file and that's all.
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Re: Trouble making a melee attack.

Post by MasterSaitek009 »

I had it uploaded before... Just when did Filetoast go down??? :x
:roll:
imp_weap_inf_punch
Just make sure that the WeaponChannel is set to 1.
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Re: Trouble making a melee attack.

Post by agzilla123 »

Thanks MasterSaitek009, this is outstanding!

Ok, this thread can now be closed, and thanks for the help everyone. :D
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